I stand firm in the belief that, daft as it is, Goblin Quest is the greatest game I’ve ever written. But it needs a killer rulebook packed with art to do it justice. That’s where you come in.

Set in a fantasy world full of monsters, it uses a really simple system focused around improvisation and rationalisation to build madcap, slapstick scenes that quickly spiral out of hand. All you need to play is a pencil, a sheet of paper, and a handful of six-sided dice; you don’t even need a player to be the gamesmaster. Everyone can embark on the quest together.